Jump to content

The Antagonist Dilemma...


Recommended Posts

Who here as gone two weeks without antagging? ridiculous you say... no doubt this is what happened to me and it sucked (I wasn't blessed by RNJesus...).

Antagonist rolls are really random and slightly unfair the system needs to be changed in my opinion and it's a simple solution, all we have to do is set it so everyone gets to play antag once then it resets after everyone gets their share, antag rounds with multiple antagonist share the same system (Nuke, Traitor, Chang, etc) this way everyone will gets the fun of being the badguy!


Aurora what's your opinion on this?

Link to comment

What if there's so many people who want to be antags, that only some of them can actually be picked by the system?


Also, can you explain how the current system is unfair? Is it because security is less likely to be picked?

Link to comment

Honestly the system is fine as is.


You have to keep in mind there are tons of people wanting to be antagonists.


For example, I had a day where I was an antag three times in a row. Then I went a couple days without becoming one. Then I got picked to be an antag after that.


It balances itself out, and if you're only on during 'primetime' of course you're going to have a hard time getting picked for an antag role. There's a ton of other people who've gone longer then you without.

Link to comment

So your idea is that we hold a database wherein everyone who played antagonist is kept and simply add a marker after a person once they're done playing antag? Once everyone is cycled through antag status, it's reset and we go onto another round?


Hokay. There are 10 718 entries in our player database. 516 unique visits over the past 7 days, 286 unique visits over the past 48 hours. There are roughly 12 rounds per day, slightly less, considering the average round length is 2.5 hours. An average of 2 antagonists per round, considering also extended rounds with a count of 0 antagonists? 12 * 2 * 7 = 168 antagonists per 7 days. Increase the amount of average antags per day, you still don't reach high enough numbers to cycle through each player.


There are two possibilities of how such a system will end:

  • Either the time between resets has to be at least 2 weeks, at which point, you would be benched for an average of 9 days still. And you'd have wasted your one shot pretty quickly.
  • Or the cycles are short enough to where their effect is not noticeable.

 

There are ways to influence your chances of rolling antag. Namely, your character's relations with NT, your job. I'd like to think they're actually relatively on point, in terms of what they're ought to be tracking.


The better way to rework it would be to allow you to prioritize your wish to become antagonist. But that also comes with its own flaws.

Link to comment
So your idea is that we hold a database wherein everyone who played antagonist is kept and simply add a marker after a person once they're done playing antag? Once everyone is cycled through antag status, it's reset and we go onto another round?


Hokay. There are 10 718 entries in our player database. 516 unique visits over the past 7 days, 286 unique visits over the past 48 hours. There are roughly 12 rounds per day, slightly less, considering the average round length is 2.5 hours. An average of 2 antagonists per round, considering also extended rounds with a count of 0 antagonists? 12 * 2 * 7 = 168 antagonists per 7 days. Increase the amount of average antags per day, you still don't reach high enough numbers to cycle through each player.


There are two possibilities of how such a system will end:

  • Either the time between resets has to be at least 2 weeks, at which point, you would be benched for an average of 9 days still. And you'd have wasted your one shot pretty quickly.
  • Or the cycles are short enough to where their effect is not noticeable.

 

There are ways to influence your chances of rolling antag. Namely, your character's relations with NT, your job. I'd like to think they're actually relatively on point, in terms of what they're ought to be tracking.


The better way to rework it would be to allow you to prioritize your wish to become antagonist. But that also comes with its own flaws.

 


So I'm guessing a loyal nanotrasen employee with very RARELY get an antag position as it would prioritize everyone else first.

Link to comment

I'll throw in my cents.

----


I do recall Soundscopes explaining the Antagonist System, however... SINCE, I am unable to track him via forum due to his user profile was removed. It's somewhere in the sea of the forum, I'll mine for it. Or someone is nice enough to find it for me.

Link to comment
So your idea is that we hold a database wherein everyone who played antagonist is kept and simply add a marker after a person once they're done playing antag? Once everyone is cycled through antag status, it's reset and we go onto another round?


Hokay. There are 10 718 entries in our player database. 516 unique visits over the past 7 days, 286 unique visits over the past 48 hours. There are roughly 12 rounds per day, slightly less, considering the average round length is 2.5 hours. An average of 2 antagonists per round, considering also extended rounds with a count of 0 antagonists? 12 * 2 * 7 = 168 antagonists per 7 days. Increase the amount of average antags per day, you still don't reach high enough numbers to cycle through each player.


There are two possibilities of how such a system will end:

  • Either the time between resets has to be at least 2 weeks, at which point, you would be benched for an average of 9 days still. And you'd have wasted your one shot pretty quickly.
  • Or the cycles are short enough to where their effect is not noticeable.

 

There are ways to influence your chances of rolling antag. Namely, your character's relations with NT, your job. I'd like to think they're actually relatively on point, in terms of what they're ought to be tracking.


The better way to rework it would be to allow you to prioritize your wish to become antagonist. But that also comes with its own flaws.

 

Well for one we can stop all the random new people from becoming antagonist until they've been registered or been playing for a week or two, and I was referring to the current players logged in on that server that is usually about 35 people and up (From my experience).


And two we can have the special prioritized sutff that ups your rate of becoming antag (sooner) but still a man rolling antag thrice or more is kind of preventing others from enjoying the antag fun.


You also want to take into thought that not everyone wants to be an antag and usually has their settings set to off.


If you want you can set that players who antagged chance to antag again decreases with every play they get until the system is once again reset (Decreases 30% each antag you get leaving you at 10% for the last decrease but also add the "Special stuffs" like opposition to NT as a percentage bonus to your antag roll potential).

Link to comment
So your idea is that we hold a database wherein everyone who played antagonist is kept and simply add a marker after a person once they're done playing antag? Once everyone is cycled through antag status, it's reset and we go onto another round?


Hokay. There are 10 718 entries in our player database. 516 unique visits over the past 7 days, 286 unique visits over the past 48 hours. There are roughly 12 rounds per day, slightly less, considering the average round length is 2.5 hours. An average of 2 antagonists per round, considering also extended rounds with a count of 0 antagonists? 12 * 2 * 7 = 168 antagonists per 7 days. Increase the amount of average antags per day, you still don't reach high enough numbers to cycle through each player.


There are two possibilities of how such a system will end:

  • Either the time between resets has to be at least 2 weeks, at which point, you would be benched for an average of 9 days still. And you'd have wasted your one shot pretty quickly.
  • Or the cycles are short enough to where their effect is not noticeable.

 

There are ways to influence your chances of rolling antag. Namely, your character's relations with NT, your job. I'd like to think they're actually relatively on point, in terms of what they're ought to be tracking.


The better way to rework it would be to allow you to prioritize your wish to become antagonist. But that also comes with its own flaws.

 

Well for one we can stop all the random new people from becoming antagonist until they've been registered or been playing for a week or two, and I was referring to the current players logged in on that server that is usually about 35 people and up (From my experience).


And two we can have the special prioritized sutff that ups your rate of becoming antag (sooner) but still a man rolling antag thrice or more is kind of preventing others from enjoying the antag fun.


You also want to take into thought that not everyone wants to be an antag and usually has their settings set to off.


If you want you can set that players who antagged chance to antag again decreases with every play they get until the system is once again reset (Decreases 30% each antag you get leaving you at 10% for the last decrease but also add the "Special stuffs" like opposition to NT as a percentage bonus to your antag roll potential).

 

Alright so there's already a wait timer on a majority of antag positions.


And I think you underestimate how many people want to be antags.


And the percentage system would overall hinder people that's what Skulls post was mentioning. That the sheer amount of people joining, would mean there would be a long while between people becoming antagonists.


Turn your characters relations with NanoTrasen down and you'll likely get picked more often.

Link to comment

The NT loyalty shit doesn't affect your antag rolls, it just affects if you make it into the Syndicate report list. If you do, /and/ you roll traitor? That's about four extra telecrystals for you.


I say leave the system as is, you won't always get your favourite job, you won't always get your favourite role. You can game the system for certain roles, but that's about it. Just vote for the mode you want, ready up at the start, and that should be that.

Link to comment
×
×
  • Create New...